Current Promises and Limitations of Combined Virtual Reality and Functional Magnetic Resonance Imaging Research in Humans: A Commentary on Huffman and Ekstrom ()

2021 ◽  
Vol 33 (2) ◽  
pp. 159-166 ◽  
Author(s):  
Adam Steel ◽  
Caroline E. Robertson ◽  
Jeffrey S. Taube

Real-world navigation requires movement of the body through space, producing a continuous stream of visual and self-motion signals, including proprioceptive, vestibular, and motor efference cues. These multimodal cues are integrated to form a spatial cognitive map, an abstract, amodal representation of the environment. How the brain combines these disparate inputs and the relative importance of these inputs to cognitive map formation and recall are key unresolved questions in cognitive neuroscience. Recent advances in virtual reality technology allow participants to experience body-based cues when virtually navigating, and thus it is now possible to consider these issues in new detail. Here, we discuss a recent publication that addresses some of these issues (D. J. Huffman and A. D. Ekstrom. A modality-independent network underlies the retrieval of large-scale spatial environments in the human brain. Neuron, 104, 611–622, 2019). In doing so, we also review recent progress in the study of human spatial cognition and raise several questions that might be addressed in future studies.

2021 ◽  
Vol 33 (2) ◽  
pp. 167-179
Author(s):  
Derek J. Huffman ◽  
Arne D. Ekstrom

Moving our body through space is fundamental to human navigation; however, technical and physical limitations have hindered our ability to study the role of these body-based cues experimentally. We recently designed an experiment using novel immersive virtual-reality technology, which allowed us to tightly control the availability of body-based cues to determine how these cues influence human spatial memory [Huffman, D. J., & Ekstrom, A. D. A modality-independent network underlies the retrieval of large-scale spatial environments in the human brain. Neuron, 104, 611–622, 2019]. Our analysis of behavior and fMRI data revealed a similar pattern of results across a range of body-based cues conditions, thus suggesting that participants likely relied primarily on vision to form and retrieve abstract, holistic representations of the large-scale environments in our experiment. We ended our paper by discussing a number of caveats and future directions for research on the role of body-based cues in human spatial memory. Here, we reiterate and expand on this discussion, and we use a commentary in this issue by A. Steel, C. E. Robertson, and J. S. Taube (Current promises and limitations of combined virtual reality and functional magnetic resonance imaging research in humans: A commentary on Huffman and Ekstrom (2019). Journal of Cognitive Neuroscience, 2020) as a helpful discussion point regarding some of the questions that we think will be the most interesting in the coming years. We highlight the exciting possibility of taking a more naturalistic approach to study the behavior, cognition, and neuroscience of navigation. Moreover, we share the hope that researchers who study navigation in humans and nonhuman animals will synergize to provide more rapid advancements in our understanding of cognition and the brain.


2019 ◽  
Author(s):  
Aubrieann Schettler ◽  
Ian Holstead ◽  
John Turri ◽  
Michael Barnett-Cowan

AbstractWe assessed how self-motion affects the visual representation of the self. We constructed a novel virtual reality experiment that systematically varied an avatar’s motion and also biological sex. Participants were presented with pairs of avatars that visually represented the participant (“self avatar”), or another person (“opposite avatar”). Avatar motion either corresponded with the participant’s motion, or was decoupled from the participant’s motion. The results show that participants identified with i) “self avatars” over “opposite avatars”, ii) avatars moving congruently with self-motion over incongruent motion, and importantly iii) identification with the “opposite avatar” over the “self avatar” when the opposite avatar’s motion was congruent with self-motion. Our results suggest that both self-motion and biological sex are relevant to the body schema and body image and that congruent bottom-up visual feedback of self-motion is particularly important for the sense of self and capable of overriding top-down self-identification factors such as biological sex.


2019 ◽  
Vol 7 (1) ◽  
pp. 55-70
Author(s):  
Moh. Zikky ◽  
M. Jainal Arifin ◽  
Kholid Fathoni ◽  
Agus Zainal Arifin

High-Performance Computer (HPC) is computer systems that are built to be able to solve computational loads. HPC can provide a high-performance technology and short the computing processes timing. This technology was often used in large-scale industries and several activities that require high-level computing, such as rendering virtual reality technology. In this research, we provide Tawaf’s Virtual Reality with 1000 of Pilgrims and realistic surroundings of Masjidil-Haram as the interactive and immersive simulation technology by imitating them with 3D models. Thus, the main purpose of this study is to calculate and to understand the processing time of its Virtual Reality with the implementation of tawaf activities using various platforms; such as computer and Android smartphone. The results showed that the outer-line or outer rotation of Kaa’bah mostly consumes minimum times although he must pass the longer distance than the closer one.  It happened because the agent with the closer area to Kaabah is facing the crowded peoples. It means an obstacle has the more impact than the distances in this case.


2019 ◽  
Author(s):  
Leyla Tarhan ◽  
Talia Konkle

Humans observe a wide range of actions in their surroundings. How is the visual cortex organized to process this diverse input? Using functional neuroimaging, we measured brain responses while participants viewed short videos of everyday actions, then probed the structure in these responses using voxel-wise encoding modeling. Responses were well fit by feature spaces that capture the body parts involved in an action and the action’s targets (i.e. whether the action was directed at an object, another person, the actor, and space). Clustering analyses revealed five large-scale networks that summarized the voxel tuning: one related to social aspects of an action, and four related to the scale of the interaction envelope, ranging from fine-scale manipulations directed at objects, to large-scale whole-body movements directed at distant locations. We propose that these networks reveal the major representational joints in how actions are processed by visual regions of the brain.Significance StatementHow does the brain perceive other people’s actions? Prior work has established that much of the visual cortex is active when observing others’ actions. However, this activity reflects a wide range of processes, from identifying a movement’s direction to recognizing its social content. We investigated how these diverse processes are organized within the visual cortex. We found that five networks respond during action observation: one that is involved in processing actions’ social content, and four that are involved in processing agent-object interactions and the scale of the effect that these actions have on the world (its “interaction envelope”). Based on these findings, we propose that sociality and interaction envelope size are two of the major features that organize action perception in the visual cortex.


2020 ◽  
Vol 39 (6) ◽  
pp. 8943-8951
Author(s):  
Meng Niu

The COVID-19 epidemic has brought a huge impact to the clothing industry. Because of the inconveniences caused by countermeasures, clothing consumers can’t go to physical stores to try on, so it is urgent to develop a virtual clothing trial system. In addition, online fitting and online shopping gradually become the trend of clothing consumption. Based on virtual reality technology, this paper proposes a virtual clothing fitting system, and studies the color saturation in the process. In this paper, a method of parametric drawing of garment characteristic curve is proposed, and the shape of garment is designed by using control vertices. Based on this, this paper presents four forms of sutured parabola space and their control point solving algorithm. According to the principle of scale method, a three-dimensional coordinate transformation model of feature points is established. The model can calculate the coordinates of each characteristic value point of clothing according to the body shape information provided by customers and the empirical formula of different clothing styles, and then reverse calculate the curve control point. Furthermore, Bezier surface generation method is used to fit the control points. After the surface patches are spliced, the 3D rigid clothing model can be obtained. Experiments show that the method of personalized clothing modeling in this paper is efficient and accurate, which can be further extended to the observation system with larger degree of freedom.


Author(s):  
İhsan Emre Erol ◽  
Tamer Bayrak ◽  
Deniz Yengin

Along with the developing technology and the social risks human faces, the society’s trends towards digital technology is inevitable. Undoubtedly, the interest of individuals in digital technologies has directly affected all sectors. The transformation of societies depending on their technological needs and conveniences offered by technology has formed new supply-demand balances, and sectoral changes have occurred in line with the demands of the society that was formed by the supply-demand balance. From a sectoral point of view, communication and related technologies have also been affected by all these transformations. Major developments in communication technologies have also led to changes in all sub-disciplines that are dependent on it. These changes have been so great that it has become necessary to explain separately and academically each of them. As a new and spreading technology, virtual reality technology is considered as a new opportunity by means of its key concept definitions and the successful implementation of both communication and educational processes. Especially, considering the qualities of generation Z, and the fact that the education processes are for generation Z; the probability of success of an education process by using virtual reality technology can be expected to increase. In this context, a study named “Four Model Museum” was carried out within the body of Istanbul Aydın University Faculty of Communication, New Media Applications and Research Center, which uses virtual reality technology and targets Public Relations undergraduate students. Within the scope of the study, the curricula prepared for Public Relations students were examined and four Models in Public Relations, which were considered as suitable subjects, were selected. Scenarios were prepared in the context of selected topics and sound were recorded in recording studios of Istanbul Aydın University, department of Radio, Television, and Cinema. Adhering to the scenario, 3D models, coatings, and finally, virtual reality software were developed. In this study, the scenario and content of the virtual reality education software named "Four Model Museum" were examined and analyzed within the framework of communication science.


Author(s):  
Dan Golding

The contemporary popularity of virtual reality devices such as the Oculus Rift has links not just with earlier eras of virtual reality technology, but with recurrent discourse surrounding the moving image and spectatorship. The articulation of the Oculus Rift in public through YouTube ‘reaction’ videos and media moments such as the Oculus Rift Time magazine cover of 2015 links contemporary virtual reality to early cinema discourses of credulous spectatorship, strenuous spectatorship and the cinema of attractions. Through these comparisons, this article argues that the ‘image’ of contemporary virtual reality technology is not that of a simulated exotic paradise enabled by the apparatus, but the apparatus itself, the body of its user and that body’s gender.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ziyan Yin ◽  
Sang-Bing Tsai

After decades of progress in virtual reality, the key technologies among them have reached the foundation to support the development of the virtual reality industry. Immersive virtual reality classroom is a bold attempt to combine present-day information science and technology with innovative teaching concepts, which inherits the characteristics of existing online education such as short and compact, large-scale, and free and open. Combined with immersive virtual reality technology, virtual reality classrooms will present strong. The virtual reality classroom will present a strong sense of immersion, interactivity, and conceptualization. This paper elaborates on the development history of virtual reality and its future development direction from the technical perspective and educational perspective, respectively. Taking Civic Science course as an example, after analyzing the feasibility and development significance of immersive virtual reality interactive teaching classroom in detail, the design scheme of immersive virtual reality classroom is proposed, the characteristics and advantages of virtual immersive virtual reality classroom are discussed, and the application of immersive virtual reality technology to classroom teaching is explored. Combined with the constructed virtual reality classroom, the testing, analysis, and evaluation work should be completed and corresponding improvements should be made to better meet the personalized learning needs of learners.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Xiaoli Li

The front part of the eye is exposed to the surface of the body, making it susceptible to injury. Blunt eye injuries often destroy the tissue structure in the anterior part of the eye. Often there is detachment of the iris root, separation of the ciliary body, the angle of retraction of the chamber, and complete dislocation or subluxation of the lens. Ordinary ocular ultrasound can penetrate into opaque tissue, but because of its low resolution, it can only show its outline, which is still very small for doctors in assisting diagnosis. Ultrasonic biomicroscopy is a very real-time analysis, will not be affected by the refraction space, and has great application value for ocular trauma. Based on this, this article proposes the ultrasound biomicroscope diagnosis analysis and fine nursing research of traumatic anterior chamber injury based on intelligent virtual reality technology. This article describes literature methods, experimental analysis methods, and other methods, in-depth study of the causes of traumatic anterior injuries, ultrasound biomicroscopy, and other theoretical knowledge, ultrasound biomicroscopy and microcontrol experiments for traumatic anterior injury design, and finally the causes of eye damage. This study compares the pairing results of ultrasound biomicroscopy biological measurements, analyzes the relationship between anterior bleeding level and anterior ocular injury, and analyzes the outcome and extent of service ophthalmology. The angle retreat accounted for 52.17% in grade I, 72.22% in grade II, and 60% in grade III. Anterior bleeding can cause single or complex iris root detachment, iris root detachment, ciliary body detachment, and angular leakage. The more the bleeding, the more serious the eye damage.


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